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PATIENCE: 



SERIES OF GAMES WITH CARDS. 



COMPILED BY 



MRS. E. D. CHENEY. 



'LET PATIENCE HAVE HER PERFECT WORK." 



Second Edition, with A dditimis. 

X ... 

BOSTON: 
LEE AND SHEPARD, PUBLISHERS. 
* New York: 

;.EE, SHEPARD AND DILLINGHAM. 

1875. 



C5\S 



Entered, according to Act of Congress, in the year 1869, by 

LEE AND SHEPARD, 

In the Clerk's Office of the District Court of the District of Massachusetta 



STEREOTYPED AT THE 

BOSTON 8TEBE0TTPE FOUNDRT, 

19 Spring Lane. 



PEEFACE. 



The Game, or rather style of game, 
called Patience, — for it is not one, 
but manifold; — has long been a great 
favorite in Europe, but is familiar to our 
people only in one or two of its simplest 
forms, under the French name of Soli 
taire. 

I have endeavored, in this little book, 
to naturalize it here, in all its charming 
variety. I believe it to be an innocent 

(5) 



6 PREFACE. 

and agreeable amusement, well fitted to 
refresh the mind after severer labors, 
and to beguile the weary hours of inva- 
lidism or seclusion. Its great advan- 
tage consists in the fact that it is played 
by one person alone. Yet it can also 
become a social pleasure, by others look- 
ing on and sharing in the interest of 
the chase and the pleasure of success. 
The mother may be plying her busy 
needle, and yet share in the counsel 
and enjoyment of her child, who is plan- 
ning out his game of Patience beside 
her. It does not produce the feverish 
excitement of games of chance and skill 
played against an opponent. The con- 
test is against fate, or chance, or cir- 



PREFACE. 7 

cumstance, as you choose to call it, 
alone, and there is no feeling of rivalry 
or opposition excited. In most of the 
games both skill and chance enter into 
the account, and some of them tax the 
ingenuity of the player very thoroughly; 
but in others only quick observation is 
needed. The mind is thus gently stim- 
ulated, while the quiet progress of the 
game tends to cultivate the important 
virtue whose name it bears. The inva- 
lid, too feeble to lay out the cards, will 
often be entertained by watching the 
progress of the game in another's 
hands. 

The interest of Patience is sometimes 
enhanced by using it as a fortune-teller. 



8 TREFACE. 

The player will wish for the success of 
some enterprise he has at heart, and 
will fancy that his good or ill fortune 
in getting out the game is an augury 
of his luck in more important mat- 
ters. It may often prove so, for the 
quiet attention and calm patience which 
enable one to seize the best opportuni- 
ties in the mimic struggle, may help to 
win success in the more important 
affairs of life. 

Patience is a great favorite among all 
the people of the Germanic races in 
Europe. Miss Bremer frequently al- 
ludes to it in her charming pictures 
of life in Sweden. For instance, in 
" The Home,'' Louise calms her anxious 



PREFACE. 9 

thoughts by playing " Patience ;'' and 
many others of her characters find it a 
good specific against weariness and 
trouble. It has been introduced both 
into France and England, and was, we 
are told, a solace to the weary hours of 
exile at St. Helena. 

It remains for me to indicate the 
sources whence I have derived my in- 
formation. The majority of these games 
are taken frpm a little book published 
first in France, and afterward trans- 
lated into English, which accidentally 
came to my notice. So much of the 
awkwardness of a translation remained 
in the English book, that the descrip- 
tions of the games were often extreme- 



10 PREFACE. 

\j obscure, and what may have been 
graceful sentiment in the original be- 
came absurd in the dilution. I have, 
therefore, entirely rewritten all the de- 
scriptions of the games, and tested 
them all by experiment, and have 
added diagrams wherever it seemed 
necessary to a perfect understanding. 
Several additional games, some of 
which are entirely different from any 
in the English book, have been gath- 
ered from other sources. 

As many of the games require a 
large number of cards upon the table 
at once, it has been found convenient 
to use small-sized cards. It being diffi- 
cult to procure these of good quality, 



PREFACE. 11 

the publishers have had some prepared 
to accompany this book. 

Although I have long wished the 
publication of these games, for my own 
convenience and that of others, esteem- 
ing any increase of the means of inno- 
cent amusement a public good, yet my 
purpose was stimulated by the wish to 
procure funds for establishing libraries 
for the Freedmen's Schools at the South. 
All the compiler's percentage will be 
devoted to this object, and the very 
liberal allowance made by the publish- 
ers leads me to hope, that, while con- 
tributing to the entertainment of the 
home circle and the solace of the inva- 
lid's couch, I shall also have the pleas- 



12 PREFACE. % 

tire of sending instruction and encour- 
agement to many a school at the South, 
and so — " Patience may have her per- 
fect work." 

Ednah D. Cheney. 

Forest Htll St., 

November 15, 1809. 



PEEFACE 

TO THE SECOND EDITION. 

Patience has met with so much favor, 
that I gladly take the opportunity of a 
new edition to make such corrections 
and additions as four years' use has 
suggested to me. These consist only 
of slight verbal additions to make the 
text more clear, and of three new 
games which have come to my notice, 
and which are very valuable. They 
are the only important additions that 
I have found, although many persons 

13 



14 PREFACE, 

have kindly told me of games which 
they had played ; but I have always 
found them to be only slight variations 
of some already in the book. As I am 
fully convinced of the great value of 
this amusement as a resource to inva- 
lids and rest to over- wearied brains, I 
should be glad to make it of per- 
manent value and as complete as pos- 
sible, and I shall be grateful for any 
suggestions of new games, whose prin- 
ciple varies from any of those I have 
already given. 



CONTENTS, 



PAGE 

. 17 
. 20 
. 23 
. 27 



SoLiTAiuE, ....... One pack, . 

Grandfathers, Two packs. 

The Sultan, Two packs. 

Paternal, ....... One pack. . 

The Trios, a Vat.iation of 

Paternal, One pack. ... 31 

Musical, * One pack. . . .33 

The Legitimist, Two packs. . . 38 

Fourteen, Two packs. . . 33 

The Windmill Two packs. . . 40 

Salique Law, Two packs. . ,44 

Push Pin, Two packs. . . 47 

Little Lots Euchre pack. . . 49 

"Wandering Card, .... One pack. ... 51 

Patience at St. Helena, . Two packs. . . 54 

Blockade, Two packs. . . 58 

Number Eleven, One o' two packs. 60 

The Egyptian, One pack. ... 62 

15 



16 CONTENTS, 

The Clock, One pack. ... 66 

Double Jump, One pack. ... 70 

XiVERXAiSE, Two packs. . . 72 

Duchess of Luynes, . . . Two packs. . . 74 

Picture, Two packs. . . 76 

Lady of the Manoh, . . . Two packs. , . 78 

Honors, Two packs. . . 83 

Puzzle, Euchre pack. . . 86 

Knave's Dial, ...... One or two packs. 88 

Brunette and Blonde, . . Two packs. . . 90 

The Square, Two packs. . . 92 

The Queen's Party, . . . One pack. ... 94 

Fifteen in a Row, ^ . . . Two packs. . . 98 

Napoleon, or the Pet Game, Two packs. . . 99 

The Old Stager, .... Two packs. . . 102 

Corners, One pack. . . . 104 

Rank and File, Two packs. . . 108 

The Toad, Two packs, . .111 



Explanation of Terms used, 113 



GAMES OF PATIENCE. 

SOLITAIRE. 

ONE PACK. 

THIS is the simplest form of Pa- 
tience, and yet it requires no little 
skiU to play it judiciously. It is weU 
adapted to invalids who cannot bear 
much effort. 

Shuffle the cards well. Lay the 'four 
aces as they come in a row. Place 
the other cards as they appear from 
the pack, on the aces in order, with- 
out following suit ; as ace, deuce, three, 
2 (17) 



18 SOLITAIRE. 

four, <fec. ; this is called putting the cards 
in Families. Place the cards which do 
not fit on these in due order, in four 
piles below, and whenever the top card 
will go on the upper line in regular 
sequence, you can use it, which will thus 
free the card beneath it. The skill con- 
sists in deciding on which of these four 
piles to place the cards from the pack, 
and which card to use, if you have 
two top cards of the same number. Of 
course you must not, if you can help 
it, place a higher card on a lower ; but 
if you have already four piles, this will 
often be unavoidable ; you must then 
endeavor to get off the higher cards, 
to free those beneath. According to 
the old, strict rule, of not looking to see 
what cards are beneath the top card, it 



SOLITAIRE. 19 

becomes an excellent exercise of mem- 
ory, to recall in which pile are the cards 
you want at the moment. It is not well 
to place many cards of the same num- 
ber in one pile. If you can complete 
the families in the upper row to the 
kings, you have succeeded in your 
first trial of patience ; if not, you have 
failed. 

You may make this game still easier, 
by taking out the aces, and placing 
them in the upper row, before begin- 
ning the game ; or you may make it 
more diflScult by following suit in the 
families, in which case you are entitled 
to take up the lower piles, re-shuffle 
them, and re-lay them twice. 



20 GRAND FA THERS. 



GRANDFATHERS. 

TWO PACKS. 

THE origin of this name is not 
known. It differs materially from 
Solitaire, as in this game one set of 
families proceeds upward, from ace to 
king, the other downward, from king 
to ace. Having shuffled both packs 
together, as usual, lay off two rows, of 
ten cards each, on the table. As the 
aces and kings appear, place them in 
two rows. You can use any of the 
cards you have laid down, in forming 
your families, but you must arrange 
them according to suits; that is, you 



GRANDFATHERS. 21 

must put all hearts upon the king or ace 
of hearts, and do the same with spades, 
clubs, and diamonds. When your first 
two rows are full, you may cover each 
card with another, placing it at your 
pleasure. In this consists the skill of 
the game ; for, as you can only use the 
top card, it is important to leave uncov- 
ered such cards as you are likely soon 
to want. Should you have covered all 
your cards before using up the pack, 
and not be able to place any of them on 
your families, you can lay off three 
more from the pack; and should this 
not enable you to succeed, you have 
the privilege of drawing one. 

If you have played all the cards with- 
out completing your families, j^ou can 
draw any card from the table and put 



2 2 GRA NDFA THERS. 

it on the piles, which may enable you 
to go on farther. Should you still 
be unsuccessful, the Grandfathers have 
proved too diflficult for you this time, 
and you must try again. 



THE SULTAN. 23 



THE SULTAN. 

TWO PACKS. 

THIS is, perhaps, the most curious 
and interesting of all the games 
of Patience, and if successful, it forms a 
pretty picture of the Sultan or King of 
Hearts surrounded by his eight Queens. 
As it is rather difficult to understand 
the arrangement, we have prepared a 
little diagram to illustrate it. 

Take out the ace of hearts and all the 
kings. Place one king of hearts in the 
centre. Just above him place the ace 
of hearts, and below him the other king 



24 THE SULTAN. 

of hearts. On each side of the ace 
place the kings of chibs, who represent 
war. On each side of the first king of 
hearts are the kings of diamonds, repre- 
senting the treasury ; and on the lower 
line, each side of the second king of 
hearts, are the kings of spades, repre- 
senting the industrial forces. Then 
shuffle the remaining cards, and lay ofi" 
from the pack. Put the first four cards 
on one side of the square formed by the 
kings, placing the ends of the cards 
towards the square. Put the next four 
cards on the other side in a similar 
manner: these eight cards form the 
Divan. Leaving the Sultan untouched, 
form the other families, by placing the 
aces on the kings, and so piling, in reg- 
ular succession, according to suits, end- 



THE SULTAN, 25 

ing with the queens. Place all cards 
which you cannot immediately use in a 
pile on the table, which is called the 
Stock. You can use the card you are 
laying oflF from the pack or the top 
card of the stock, or any card in the 
divan, in forming your families. Wheu 
a card is taken from the divan, you 
may fill its place either by the top card 
from the stock, or by the next card from 
the pack, as you think most likely to 
be favorable to your purpose. 

When you have exhausted the pack, 
you'can take up the stock and use it as 
a pack, always keeping your divan full. 
This you can do twice. Some skill is 
required in placing the cards in the 
divan, and in selecting them for use, 
and constant care is needed that no 



26 TEE SULTAN. 

opportunity of placing a card in the 
families escapes you. You will, after a 
little experience, generally be rewarded 
with success. 



PATERNAL. 27 



PATERNAL. 

ONE PACK. 

THIS game, which is very interest- 
ing from its varied complications, 
was named Paternal because of the 
pleasure it afforded to an old gentleman 
who was accustomed to play it a great 
deal in the long winter evenings. We 
wish he could have had the added pleas- 
ure of the variety of amusing games 
which we have the pleasure of present- 
ing to our readers. 

In this game we have, for the first 
time, the feature of Marriages ; that is, 
the privilege of placing a top or end 



28 PATERNAL. 

card on another of the same suit, which 
is either next above or next below it 
in number. 

Lay the four aces in a row ; lay out 
all the other cards in piles of three, 
spreading them a little, so that you can 
see those beneath. You can use only 
the top card ; but you can form mar- 
riages to any extent, thus enabling you 
often to free the top card, and to get 
out the whole suit. The families are 
piled upwards upon the aces, following 
suit. The skill consists in forming the 
marriages so as not to cover other 
cards, which you may presently want to 
use in your families. If j^ou do not suc- 
ceed in completing your families from 
the first piles of cards, you take up 
your piles, shuffle them, and lay them 



PATERNAL. 29 

down again in the same way, going 
through the process of forming mar- 
riages. Ton may repeat this a third 
time if necessary. You have also the 
privilege of drawing one card, but you 
should be careful not to use this priv- 
ilege the first or second time, unless 
you see clearly that by so doing you 
can win the game ; for if you have but 
three cards left in the last trial, they 
may lie upon one another, so that you 
cannot use them. This game requires 
a good large table, and several persons 
can assist with advice and sympathy, so 
as to make it quite a social game. 

There are many modifications of this 
game. Some persons only make the 
marriages by putting lower cards on 
higher. Others do not allow any relay- 



30 PATERNAL. 

ing of the cards, or drawing, but instead 
of these privileges, when a king is the 
top card of a trio, you may take it off 
and lay it upon the table, and place lower 
cards upon it in succession, thus giving 
you an additional chance. 



THE TRIOS. 31 



THE TRIOS. 
A VARIATION OF "PATERNAL." 

ONE PACK. 

LAY off the cards in threes as in 
the former game, but divide the 
last four cards into twos. The families 
are to be formed on the four aces 
following suit. Only the top cards of 
the piles can be used. Tou can form 
marriages by placing a lower card on 
one next higher, without regard to suit, 
but you cannot put a higher card on a 
lower, nor have more than three on one 



32 THE TRIOS, 

pile at any time. You can also pnt a 
king on a king, a queen on a queen, and 
a knave on a knave. You have no privi- 
lege of relaying the piles or drawing a 
card. 



MUSICAL. 33 

MUSICAL. 

ONE PACK. 

THIS game is so named because it is 
a very ingenious arrangement of 
numbers in two scales. It is entirely 
unlike any other game in the book. 
It requires very little skill, as it depends 
almost entirely on the accidental ar- 
rangement of the cards by shuffling, 
and it is not often successful ; but even 
if you fail, you will enjoy the ingenuity 
of the arrangement. Place eight cards 
in two horizontal lines, putting the ace, 
deuce, three, and four of any suit in the 
jBrst line, and a two, four, six, eight, in 
the second, thus : — 
3 



34 MUSICAL. 

1—2—3—4 
2—4—6—8 

Then play from the pack, putting on 
the lower line any card whose pits make 
the sum of those of the card on the 
upper line and the one below it. For 
instance^ if you turn up a nine, you can 
place it below the three, as six and 
three are nine ; if a six, put it below the 
two, since four and two are six. Then 
you will have a place for an eight under 
the two, for six and two are eight, &c. 
Knaves count eleven, queens twelve, 
kings thirteen. If the number amounts 
to more than thirteen, you take the 
amount beyond as the denomination for 
the lower card. Thus, knave and three 
would be ace, queen and four would be 



MUSICAL. 35 

three^ and so on. All cards which can- 
not be immediately used, are placed in 
a stock, of which you can use the top 
card as opportunity offers. You can 
turn the stock twice. If successful, 
the lower line will be all kings. 



THE LEGITIMIST, 



THE LEGITIMIST. 

TWO PACKS. 

THIS name is of French origin, but 
it seems to have no special adap- 
tation to the game. It may have been 
apphf)d to it from some old royalist, who 
solaced his years of exile with the com- 
pany of mimic kings and queens. It 
requires close attention, but is not oth- 
erwise diflScult. 

Take a king and place it at the left. 
Then, having shuffled j^our cards well 
together, begin to lay them off. You 
place in succession, in a horizontal row, 
next the king, the queen, knave, ten, 



THE LEGITIMIST. 87 

nine, eight, seven, and six, as they ap- 
pear from the pack. On these yon form 
the lamiHes, of thirteen cards each, pil- 
ing downwards, not following suit, and 
ending each family with the number 
next to the bottom card, so that you, 
will finish, if successful, with a row of 
piles whose top cards number from the 
ace to the seven, inclusive. Put the 
cards that you cannot immediately use 
in a stock. You can take up this stock, 
re-shuffle it, and re-lay it twice. 

You must be very careful to observe 
when your families are complete, for as 
each one ends with a different number, 
you will be likely to put on too many 
cards if you are inattentive. 



38 FOURTEEN'. 

FOURTEEN. 

TWO PACKS. 

THIS pretty little game is very sim« 
pie, and requires little or no skill. 
Lay oflf five rows of five cards each. 
Look over the rows both perpendicu- 
larly and horizontally. If in any row, 
either way, you find two cards whose 
pits number fourteen, you can throw 
them out, and fill their places with oth- 
ers from the pack. Eill the spaces in 
the same order in which you first laid 
out the cards. 

The knave counts as eleven, the 
queen twelve, the king thirteen. If 
5^our places are all full, and you can 
take none out before the pack is ex- 



FOURTEEN, 89 

hausted, you have the privilege of ex- 
changing the place of two cards. Should 
you still have no vacant places, you 
have failed in the game. When the 
pack is exhausted, take the cards in the 
lower rows. Shuffle them, and fill up 
the empty places in the other rows. 
Continue to do this till you have used 
up all the cards, when you will have 
succeeded in mastering the game of 
fourteen. 



40 THE WINDMILL. 



THE WINDMILL. 

TWO PACKS. 

rriHIS is one of those pretty games 
JL. which forms a pleasing figure dur- 
ing the process of filling up the fami- 
lies. You can exercise your ingenuity 
in so placing the cards as to make the 
resemblance to the sails of a windmill 
as complete as possible. 

Select an ace, and place it in the cen- 
tre. Then, from your well-shuffled pack, 
take the first eight cards, and place 
them around it in a circle, leaving a 
free space between. When the first 
four kings appear, place one above, 







THE WINDMILL. 
I, 2, 3, 4, The Kings' Places. 



THE WINDMILL. 43 

one below, and one on each side of 
the central ace. We have added a 
diagram to make this perfectly clear. 
You form your families downward on 
these kings, and upward on the ace in 
the centre, not following suit. You 
can use the cards in the sails of the 
mill, and replace them either from the 
stock or the pack. You put all the 
cards which you do not immediately 
use in the stock. When the family in 
the centre is completed, you put anoth- 
er ace on the king, and proceed in the 
same manner, until you have all the 
four aces, with their complete families, 
in the centre pile. 



44 SALIQUE LAW. 



SALIQUB LAW. 

TWO PACKS. 

THIS is one of the most interesting 
and pretty of these games. It 
takes its name from the famous law of 
feudal times, by which the female de- 
scendants of the royal families were 
excluded from all share in the gov- 
ernment. 

Take two entire packs of cards and 
shuffle them well together. Then select 
any king from them, and lay it upon the 
table before you. Place the cards which 
you cannot at once use on this ; or, in 
technical language, form a stock upon 



SALIQUE LAW. 45 

it. You place tho cards in three rows. 
In the loAver row you put the aces and 
all cards which will follow in regular 
succession up to the^ knave, without 
regard to the suit. The queens are 
placed in the middle row^ and the kings, 
with the stock upon them, in the upper 
row. When you meet another king, 
you place the first one in the upper 
row, with the stock upon it, and makfe a 
stock on the second, going on thus till 
the pack is exhausted. You can use 
the top card from these piles whenever 
opportunity offers. When the pack is 
out, if you have any kings uncovered, 
you can take the top cards fi'om other 
piles and place on them, thus freeing the 
card beneath. Should you not in this 
way be enabled to complete your rows, 



46 SALIQUE LAW. 

you have finally the privilege of draw- 
ing one card from the upper piles, and 
placing it upon the lower. If you suc- 
ceed, you will have all the court cards 
on the table in three rows, the kings at 
the head ; the queens, who have per- 
formed their feudal duty of looking 
pretty and doing nothing, in the second 
row ; and the knaves, with the common 
cal^ds beneath them, in the third. There 
is much skill in selecting the cards judi- 
ciously from the top piles, as you are 
allowed to look at the under ones iu this 
game. 



PUSH pm. 47 



PUSH PIN. 

TWO PACKS. 

THIS is a favorite game, and is very 
entertaining. It requires quick 
observation, but no other skill. You 
must allow plenty of room for it on 
your table. Lay out the cards in a 
straight line. If any card is between 
two of the same suit, or two of the same 
value, you push it out of the line, let- 
ting the others close up to fiU its place. 
Removing one card will often 'bring 
others into the position which enables 
you to push them out. Also, if you 
have several cards of the same suit be- 



48 PUSH PIN. 

tween any two of the same number, you 
may throw them all out. When you 
have laid out all the cards, you may re- 
move the first card to the end of the 
row, which may make new combinations 
possible. The game succeeds if you 
can push out all the cards but two. 



LITTLE LOTS. 49 



LITTLE LOTS. 

EUCHRE PACK. 

WE have, in this funny little game, 
again a new variety. You use 
only what is called a Euchre pack, that 
is, a pack of the thirty-two highest cards 
only, counting the ace the highest, and 
so downward, with the court cards, to 
the sevens. 

Lay off the cards in eight lots of four 
cards each, turning the top card face 
uppermost. Then take off all the cou- 
ples of the top cards which match, and 
lay them aside. You may then turn up 
the top cards of those piles from which 



50 LITTLE LOTS, 

you have removed a card, and form your 
couples anew, until you no longer have 
any two cards that will match. Should 
you succeed, you will of course have 
matched all the cards, and leave none 
upon the table. You have one privi- 
lege. If you have any piles containing 
only two cards left, you may turn up 
both cards, and if they match each 
other, you may remove them from the 
table, and so win the game. 

The game is entirely one of chance, 
requiring no skill. It is, however, a 
favorite in Switzerland, and is some- 
times used as a means of foretelling the 
good or ill luck of the player in some 
trifling aJBfair. 



WANDERING CARD. 51 



WANDERING CARD. 

ONE PACK. 

THIS interesting game is on an en- 
tirely new principle, the object 
not being to form families, but a regu- 
lar succession of piles of cards, from 
ace to king, each pile containing four 
cards of the same number. 

Lay thirteen cards down in a row, 
with their faces upward. Then begin 
and lay down another layer of cards on 
the top of these, counting the number 
of the place as you do so. The knaves 
count eleven, the queens twelve, the 
kings thirteen. If the number of pits 



52 WANDERING CARD. 

on the card corresponds to the number 
of the place on which it is laid, you put 
it aside and go on. You repeat this 
until you have four on each pile, except 
in those cases where you have laid one 
aside. 

Take the top card from those laid 
aside, and put it under the pile of the 
corresponding number. Take the top 
card from that pile, and put it also un- 
der the pile to whose number it corre- 
sponds. Continue to do this with the 
top card of the pile, under which you 
put another, until you come to one 
which is already in its right place. 
Then take another of the cards which 
you have laid aside. Repeat this pro- 
cess as long as you have a card to use. 
If successfuL you will have a regular 



WANDERING CARD. 63 

succession of piles, from ace to king. 
You will often be amused to find that 
you have succeeded just as you thought 
youi'self about to fail. 



54 PATIENCE AT ST. HELENA. 



PATIENCE AT ST. HELENA. 

TWO PACKS. 

THIS game is said to have been in- 
vented at St. Helena, and played 
there by Napoleon Bonaparte. No- 
where could patience have been more 
needed. It must have been an impres- 
sive sight to see this mighty emperor, 
who had made and unmade kings by 
his word, beguiling the hours of cap- 
tivity with this quiet game of cards. 
The game is unusually complicated, 
and might well tax even his mental 
powers to achieve success. 

Place four kings, of different suits, in 



P4.TIENCE AT ST. HELENA. 55 

one horizontal row. Place underneath 
them the four corresponding aces. The 
object of the game is to form the fami- 
lies upon these, descending from the 
kings, and ascending from the aces. 
You must follow suit. Having your two 
packs well shuffled together, you lay 
off a row underneath the aces, another 
row above the kings ; place one card at 
the right end of each row of kings and 
aces, and one also at the left end. You 
must always observe this same order in 
laying off the cards. During the first 
distribution of the pack, you caa only 
use the cards above the kings to put 
on the kings, and those below the aces 
to put on the aces ; but you may use 
the side cards for either row. You 
have also the privilege of making mar- 



66 PATIENCE AT ST. HELENA, 

riages, and in the judicious use of this 
privilege lies the great skill of the game. 
By marriage, we mean the placing of 
one card on the top of another, which is 
either just above or just below it in 
rank. This often enables you to free 
the card beneath, which you want, and 
to have a sequence of cards ready for 
use when opportunity offers. Besides 
this, in this game marriage may enable 
you to put a card in the side lines, 
when you can use it for either row. 
But you must also be very careful to 
consider whether you are likely to want 
the cards in the upward or downwd:rd 
families, as it depends upon this circum- 
stance whether you will cover with the 
higher card or the lowen You repeat 
these rows until the pack is used up. 



PATIENCE AT ST. HELENA. 57 

It is considered the height of skill to 
complete your families during this first 
distribution, and Napoleon may have 
felt a momentary pleasure when he did 
so, as if he had gained a hard-fought 
battle. If you are not successful in 
this, however, you may take up the 
piles, and shuffle them, and lay them 
twice over; and in this case you can 
use the upper cards in the rows, indis- 
criminately, to put on the kings or the 
aces. 



58 BLOCKADE. 



BLOCKADE. 

TWO PACKS. 

LAY down cards in rows of ten. 
When the kings and aces appear, 
place them, in two perpendicular rows, 
on the left side. In this game you pile 
the cards in families upward, from ace 
to king, on one side, and downward, 
from king to ace, on the other, following 
suit in both cases. When one row is 
full, you must lay another below it, using 
all cards that can be placed in their 
order upon the kings and aces. Of the 
cards on the table you can use only the 
toj) and bottom row, and those cards 



BLOCKADE. 59 

which have a space either above or be- 
low. Cards which have others both 
above and below them, are said to bo 
blockaded, from whence comes the name 
of the game. Like blockaded ports, 
they are of no use. You must fill up 
the spaces in regular order with cards 
from the pack. When all the cards are 
out, if you have no free ones which fit 
into your families, you have the privi- 
lege of drawing one card, which may 
free others, and so enable you to finish 
your game. 



60 NUMBER ELEVEN. 



NUMBER ELEVEN. 

ONE OE TWO PACKS. 

PLACE six cards in one row, and 
five in the row underneath. 
The aim is to form the number eleven 
with two cards. Any card which will 
form this number can be taken out, 
and their places filled from the pack. 
If a king, queen, and knave, are in 
one row, or are all of one suit, they 
count eleven, and can be removed at 
once. If the cards can be all used 
before the rows are complete, the game 
succeeds. 



NUMBER ELEVEN. 61 

This is a very simple game^ and very 
suitable for child ren^ as it teaches them 
to see the relation of numbers, and add 
them quickly. 



62 THE EGYPTIAN, 



THE EGYPTIAN. 

ONE PACK. 

THIS game, named in honor of a dis- 
tinguished gentleman represent- 
ing our country in Egypt, is, as its 
name would indicate, one of the most 
interesting and most difficult of these 
games of Patience. It gives an oppor- 
tunity for the exercise of great skiU and 
foresight in making the combinations 
of which it admits. You will require 
ample space for it, as all the cards are 
laid upon the table at once. 

In the middle of the table place the 
four aces in a row, one abov^e the other. 



THE EGYPTIAN, 63 

Then begin at the left hand and lay off 
the cards as • they come from the pack, 
placing five on the left side of the ace, 
beginning at the outside, and five at 
the right hand . of the ace, leaving off 
at the outside. Do the same with 
the other aces, when you will have 
eight cards remaining. These you will 
place in a lower line, leaving an open 
space in the middle, under the aces. 
You must always observe this same 
order in laying out the cards. 

Your object will now be to form the 
families on the aces in the centre, fol- 
lowing suit. For this purpose, you can 
use only the end cards of each row. 
This would give you very limited 
means, had you not the privilege of 
marriages, i. e., of placing any^end card 



64 THE EGYPTIAN. 

on any other end card of the same suit 
that is one number higher or lower. 
This enables you often to remove a 
card from the end, and so free one next 
to it which you wish to use. If;. by this 
means, you are able to free an entire 
row of cards, you then have a great op- 
portunity, for you can then take any 
end card you please and put it next to 
the centre, and it becomes an end card, 
on which you can form a marriage, or 
which you may use at pleasure. If, 
after laying out the cards, you find no 
end cards that you can use, and none 
that you can move to form marriages 
you cannot go a step farther ; you must 
take up the cards and try again. But 
if you once get a line freed, by planning 
out your game well, you will almost 



THE EGYPTIAN. 65 

always succeed, and having once got 
well started, every step becomes easier. 
Some authorities allow the privilege of 
drawing a card from the rows which 
can be placed either on the centre 
piles or in marriage on the outer cards. 
Companionship is very agreeable in 
this game, as one person often sees the 
possibility of new combinations which 
have escaped another. -You need never 
despair as long as you can see anything 
new to be done, for it is surprising how 
the change of one card will open up 
new possibilities. This game well il- 
lustrates the motto, '' O est le jpremier 
pas qui coute,^^ 
5 



66 THE CLOCK. 



THE CLOCK. 

ONE PACK. 

THE principle of this game is the 
same as that of the Wandering 
Card, but it is modified so as to make a 
very pretty figure. It is, besides, a 
little more difficult to succeed in it. 

Take off the cards in piles of four, 
and place them, face downward, in a 
circle on the table, so as to repre- 
■sent the dial of a clock. Put the thir- 
teenth pile in the centre. You then 
number the places as in a clock, begin- 
ning at one and going round to eleven, 
to be represented by the knave, and 



THE CLOCK. 




TEE CLOCK, 69 

twelve by the queen. Now, take the 
top card from the centre pile, and put 
it under the pile of the corresponding 
number, with its face upwards, taking 
off the top card and putting it under 
the pile whose number corresponds to it. 
Continue to do this until you come to a 
king, which you put under the centre 
pile, taking another card from the top 
of that to renew your work. If suc- 
cessful, you will have thirteen piles of 
four cards each, face upwards, making a 
very pretty dial of a clock. 

To make this perfectly clear, we have 
added a diagram of the arrangement of 
the cards. 



70 DOUBLE JUMP. 



DOUBLE JUMP. 

ONE PACK. 

THIS is a bright little game, which 
requires you to have your eyes 
open all the time. It resembles Push 
Pin, but is differently played. 

Lay the cards out singly on the table, 
in a row. As you lay them down, if 
you find two of the same suit or num- 
ber, with two cards between them, you 
place them on each other, and push 
up your cards to fill up the space. 
Every move may make a new arrange- 
ment, which will enable you to repeat 
this. When you can jump over no 



DOUBLE JUMP. 71 

more, you lay down again from the 
pack; until you have a new opportunity 
for a jump. Remember that you must 
always pass over two. If you can thus 
reduce the number of your piles to 
three, you may then jump over one on 
to the same suit or number ; and when 
you have two piles, you may put them 
together, if they agree in suit or num- 
ber. Always jump forwards, that is, 
from left to right. 

We should hardly call it failure, if 
you reduce your piles to the number of 
four ; but if you can bring them all into 
one, it will be a brilliant success. 



72 mVERNAISE. 

NIVERNAISE. 

TWO PACKS. 

THIS is one of the most difficult of 
these games, and you may try 
many times before you succeed in it, 
when your pleasure in success will be 
proportionally great. Having shuffled 
your two packs well together, place four 
cards on your right and four on your 
left, in perpendicular lines. Between 
these j)lace six piles, of four cards each, 
from the pack, in a horizontal line, be- 
ginning at the left hand. From the top 
of these piles, or from the side cards, 
you take the kings and aces as they 
appear, and place them in two horizon- 



NIVERNAISE. 73 

tal rows below the piles. The vacan- 
cies left in the side rows may be filled 
eith3r from the top of the piles or from 
the pack. Yon form yonr families 
downward upon the kings, and up- 
ward upon the aces, following suit. 
When you can no longer find any cards 
of the right number to place in your 
famihes, either in the side rows or on 
the top of your piles, you place four 
more cards on each pile, and use the 
top cards again. You go on thus till 
the whole pack is exhausted, always 
dealing four cards at a time. You may 
take up the piles and shuffle them, and 
lay them down again, twice over. But 
even with this liberty, you may try 
many times before you will succeed in 
forming your families completely. 



74 DUCHESS OF LUYNES. 



DUCHESS OF LUYNES. 

TWO PACKS. 

THIS curious game requires con- 
stant attention, or you will make 
mistakes in placing your cards. Hav- 
ing shuffled 3'our two packs well to- 
gether, lay off the first four cards, call- 
ing their places one, two, three, and 
four. You put the fifth and sixth cards 
in a stock. When the aces and kings 
appear, you place them, following suit, 
in two horizontal lines, the kings above 
and the aces below, and form the fami- 
lies upon them, piling from the kings 
down to aces, and from the aces upward 



DUCHESS OF LUYNES, 75 

to kings. You can use the top cards 
either from the piles or from the stock. 
Go on laying off your piles in the ?ame 
order, not filling up the place with 
another card, if you use one for the 
families, and always putting the fifth 
and sixth cards in the stock and rows. 
You can renew the stock twice. You 
have also the privilege of taking up 
the rows and stock once more, and lay- 
ing the cards down in the row of four, 
but without the stock of the fifth and 
sixth cards. Should you not succeed 
in completing your families, then you 
will have failed, and must give your 
patience a new trial. 



76 PICTURE. 



PICTUEE. 

TWO PACKS. 

)LACE nine cards in three rows, 
called the Picture. Put the four 
kings in a vertical line, on the left 
of the picture, and the four aces in 
the same manner on the right. On 
these you will form the families, by pil- 
ing upward from the aces to the kings, 
and downward from the kings to the 
aces, following suit. You can use any 
card from the picture that will take its 
place in the families. The cards which 
cannot immediately be used in the fami- 
lies are put in a stock, and you may fill 



PICTURE. 77 

np tlie vacant places in the picture 
either from the stock or the pack. You 
may turn the stock twice, playing from 
the pack and picture in the same man- 
ner as before. 

If successful, yojir picture will prove 
a dissolving view and disappear. 



78 LADF OF THE MANOR, 



LADY or THE MANOR. 

TWO PACKS. 

ri^HIS is not a very difficult game, 
JL but it is one of the prettiest and 
most interesting, and is quite unlike 
any other. Having shuffled your packs 
well together, lay off four piles of 
twelve cards each, and place them in 
a horizontal row with the faces up. 
Then lay off the rest of the cards 
in thirteen piles, forming a semicircle 
around this row. Each pile should con- 
tain only cards of the same number, and 
they should be placed in regular order. 



LADY OF THE MANOR. 




a a a a 



a a a a 



LADY OF THE MANOR. 81 

the aces being on the left and the kings 
on the right. You may then begin to 
form your families, by placing the aces 
in a horizontal row, at the base of the 
semicircle. On these you put the 
other cards in succession, without be- 
ing obliged to follow suit. You can use 
the top cards of the piles of twelve 
which you first formed or any card in 
the semicircle. There is a very pleas- 
ant opportunity to show your skill in 
deciding when to have recourse to the 
semicircle for a card, as it is always 
more advantageous to use from the piles 
when possible. The only danger of 
failure will come from exhausting the 
piles in iho semicircle before you have 
completed your families. 
6 



82 LADY OF THE MANOR. 

The Lady of the Manor seldom fails, 
however, to entertain her friends both 
agreeably and successfully. 



HONORS. 83 



HONORS. 

TWO PACK3. 

THIS game is less pleasing than 
many others, and requires close 
attention; still, as it is curious and 
somewhat different from any other, we 
give it a place. 

Having shuffled the two packs to- 
gether, you place in the upper row the 
deuce of spades, king of hearts, ace of 
diamonds, and queen of clubs ; in the 
lower row, king of spades, queen of 
hearts, knave of diamonds, and ten of 
clubs. The families in the upper row 
are to be piled upward, that is, from 



84 HONORS. 

ace to king, until the suit is complete; 
but in the lower row, they are to be 
piled downward, towards the ace ; but 
each family must end with the card 
next in rank to that with which it 
began. 

You now lay off two rows of cards of 
ten each. When these are full, you 
may lay another card upon each, choos- 
ing the place on which to put it accord- 
ing to your pleasure. Of course you 
will take care to leave those cards un- 
covered which you are likely soon to 
need. It is also well to put two cards 
of the same suit and number together. 
When your places are all filled, you 
may lay off three cards from the pack, 
and even draw one of those from the 
table. Still more, when the pack is out, 



HONORS, 85 

if you' have any empty spaces in the 
rows, you may fill them with the top 
card of the double piles, thus freeing 
the card beneath. With all these privi- 
leges you ought to succeed, when you 
will have the aces of spades, two kings 
and queens of hearts, and kings and 
queens of diamonds, and the knaves of 
clubs on the top of the piles. You will 
see that the hearts and diamonds are* 
united in pairs of kings and queens, 
while the aces and knaves represent 
the estate of single blessedness. 



86 PUZZLE. 



PUZZLE. 

EUCHRE PACK. 

THIS little game is rather of the 
nature of Everlasting, but it is 
very simple ; at least it is easy to begin 
it, but not so easy to finish it. It is not 
the first step that costs here, but the 
last. 

Lay four cards in a row. If a king 
occurs, place it in a row above, and fill 
up the place. Continue laying the 
other cards on these four piles, placing 
the kings, as they come, in a row above. 
You must then fill up the families in 
the descending series, using only the 



PUZZLE. 87 

top card of the pile immediately below. 
When you find no top card that you can 
use, take up the piles and re-lay them, 
and again use only the top card to 
fill up your families. If' the series is 
complete before your patience is ex- 
hausted, you have won the game. 



88 KNAVES' DIAL. 



KNAVES' DIAL. 

ONE OE TWO PACKS. 

THIS is the first game which makes 
any distinction of color, yet it is 
careful to put both black and red on an 
equality. You may begin with which- 
ever you prefer. The object is to form 
a dial with the figures, and the cards 
are placed as in the diagram of the 
Clock. 

Deal a card from the pack, and put it 
in its appropriate place in the dial, ac- 
cording to its number ; the queens will 
represent eleven and the kings twelve. 



KNAVES' DIAL. 89 

Put tLe knave, when it comes, in the 
centre. 

You now play from the pack, putting 
cards of the same suit as the first one 
in their respective places in the dial. 
The cards which you cannot use are to 
be put into a stock. Having completed 
this first dial, you then put. the other 
cards on their numbers, with this re- 
striction, that the colors must alternate. 
If your first suit was black, you must 
now put on red, and the reverse. You 
may turn your stock twice, and you 
will probably succeed in making a very 
pretty dial of a color dififerent from that 
with which you began. 



90 BRUNETTE AND BLONDE. 



BRUNETTE AND BLONDE. 

TWO PACKS. 

PLACE eight cards in one row. 
Place the aces, as they come, in a 
row above. On these eight cards you 
may place any which you lay off from 
the pack, which are next to them in the 
descending line, if the color is reversed. 
That is, you can put a red eight on 
a black nine, or a black nine on a 
red ten, and so on. 

As soon as any cards, either in the 
stock or among the eight cards, can be 
put, in their order, upon the aces, you 
may place them there ; but it must be 



BRUNETTE AND BLONDE. 91 

again with alternating colors. On a 
red ace you must put a black deuce, on 
a red three a black four, and so on. 
When any vacancies are left in the line, 
they may be filled either from the stock 
or pack. 

You may turn the stock twice. If 
successful, the Blonde and Brunette will 
share in the Victory equally. 



92 THE SQUARE. 



THE SQUARE. 

TWO PACKS. 

THIS is a very simple game, requir- 
ing no skill, but attention to put- 
ting on the cards as soon as opportuni- 
ty offers. 

Place four cards before you, and four 
in a line on the right and four on the 
left, so as to form three sides of a square. 
Place the eight aces, as they turn up, 
in two rows within the square. Place 
on the twelve cards of the square all 
those of the same suit in the descend- 
ing line, and on the aces those in the 
ascending line. You can use the top 



THE SQUARE. 93 

card from the square, or from the pack, 
to complete your families on the aces. 
Those cards that cannot be placed in 
either form a stock. Whenever you 
can place one card upon another, in the 
descending line, in the square, you can 
do so, filling the vacancy from the stock 
or pack. 

No second distribution is allowed, as 
the first gives you a fair chance of 
success. 



94 THE QUEEN'S PARTY. 

THE QUEEN^S PARTY, 

ONE PACK. 

LAY off four rows of four cardg 
each, making a hollow square, 
with space for eight cards in a circle 
inside. This is called the ante-chamber. 
In this all the guests must wait until 
their appropriate time for entering the 
audience hall. The audience hall is 
the space inside the ante-chamber. The 
kings and queens must come in togeth- 
er, and take their places thus: The 
king and queen of hearts at the top, of 
diamonds at the bottom, of clubs at the 
right, and of spades at the left, the 
queens being on top of the kings. The 



THE QUEEN'S PARTY. 95 

aces or emperors must be accompanied 
by the knaves, and take their places 
between the queens. On the knaves, 
the common people, or lower cards, will 
take their places, according to suits, 
downward to the deuces. 

You will take from the ante-chamber 
any king and queen, or ace and knave, of 
the same suit, and put them in their 
respective places, and fill the spaces 
in the antechamber from the stock or 
pack. Lay off the cards from the pack, 
putting any which you cannot immedi- 
ately place either in the audience-room 
or ante-chamber, in a stock. You cannot 
turn the stock, but can only fill vacan- 
cies in the ante-chamber. Of course, if 
you succeed, your ante-chamber will be 
empty, and your suits complete. 



96 FIFTEEN IN A ROW. 



FIFTEEN IN A ROW. 

TWO PACKS. 

THIS game resembles the Egyptian, 
but is somewhat diflferently ar- 
ranged, and is played with two packs, 
instead of one. 

Lay out all the cards of both packs in 
rows of fifteen each, except the last 
row, which will contain only fourteen. 
Let each row lie half way upon the one 
above it. When all the cards are spread 
out, take the aces and kings from the 
last row. Place these as best suits 
your convenience for forming on them 
the families. On the aces you will 



' FIFTEEN IN A ROW. 97 

form upward, on the kings downward. 
If there are no aces or kings in the last 
row, see whether, by marriages, you 
can uncover the kings or aces in the 
sixth row. If you cannot, you may 
take them from the sixth row, and fill 
the spaces left by them with the cards 
immediately below them. After you 
have one ace and one king, you can use 
all the cards which are independent, 
that is, which have no other leaning 
upon them, and can either make mar- 
riages with them, or give them their 
places in the families. You must follow 
suit, both in making marriages and in 
placing cards in the families. When- 
ever you have a line free from top to 
bottom, it is called a street. In this 
street you may place any independent 
7 



98 FIFTEEN IN A ROW. 

card; and add to it any that follow 
either in ascending or descending se- 
ries. This gives you a fresh opportu- 
nity for new combinations, and if you 
can once obtain a street, you may confi- 
dently hope to win this diflScult game. 
Success is of course achieved by com- 
pleting your families. 



NAPOLEON. 99 



NAPOLEON, OR THE PET GAilE. 

TWO PACKS. 

LAY oflF four rows of ten cards 
each, the lower row lapping over 
the upper. You can use only the cards 
in the lower row, but when any card in 
that row is taken away, the one above it 
becomes the lowest or free card, and 
can be used. You can also make mar- 
riages by putting any card on the one 
next higher of the same suit, if both 
are free. After the cards are laid out 
the aces are placed in a line below, and 
the families are formed on them by 
piling regularly upwards by suits. 



100 NAPOLEON. 

When YOU can use a card in the up- 
per row, and so leave a clear space, you 
can fill this space with the top card, 
either of the stock or pack, but you 
cannot fill spaces in any but the top 
row, or put any card already on the 
table in the upper row. Place all cards 
which you cannot immediately use on 
the aces in a stock, and use the top 
card whenever you have opportunity. 
You can turn the stock twice. 

The Pet Game. 

A variation of this game has received 
the name of Pet, from its popularity in 
a large family. In this game, you place 
the cards as before, but you can make 
marriages from the stock or pack, by 



NAPOLEON. 101 

placing the top card on the one next 
above it, and you can also place any free 
card on an empty space in the first 
row. This gives yon great opportunity 
of re-arranging the cards already on 
the table, but to make up for it, there is 
no privilege of turning the stock. 



102 THE OLD STAGER. 



THE OLD STAGER. 

TWO PACKS. 

LAY oflF three rows of thirteen 
cards each. If in doing so you 
place a king on a lower number of the 
same ^uit, you have the privilege of re- 
moving it to the next place, filling up 
this space with the next card from the 
pack, as it would be almost impossible 
to succeed with a king thus placed. 

After the cards are laid out, place the 
aces as they come in a row below, and 
pile on them by suits from ace to king. 
You can use only the lowest row of 
cardS; but when the lower card is 



THE OLD STAGER. 103 

removed, the one next above it becomes 
free for use. You can also form mar- 
riages by placing a free card on another 
free card of the denomination just 
above it of the same suit. You can 
also place the top card from the stock 
or pack either on the aces in order, or 
on the rows. When you have a space 
in the upper row, you can fill it only 
with the top card of the stock ; but you 
can place another free card upon that 
one if it is next below it in number. 
If you do not succeed, you have the 
privilege of laying off three cards from 
the under side of the stock, and then 
going on as before. 



104 CORNERS, 



CORNERS. 

ONE PACK. 

THIS is a very convenient game, 
because it takes only one pack 
and very little space, but it requires 
very close attention. 

The cards are placed as hereafter 
directed/in three rows of three each, 
thus forming a nearly square figure, and 
the families when completed will occupy 
the corners. After shuffling your pack, 
lay the top card in the left hand top 
corner. Whatever its denomination, it 
forms the basis of the pile on which the 
cards must be placed upwards in order, 



CORNERS. 105 

following suit until the family is com- 
plete. 

Thus, if the first card be a nine, the 
cards must be ranged thus : 9, 10, knave, 
queen, king, 1, 2, 3, 4, 5, 6, 7, 8, end- 
ing with eight. When the same num- 
bers of the other suits appear, they 
must be placed on the other corners, 
and the families formed on them in the 
same manner. Place the next top cards 
of the pack on the other spaces in the 
square. When these places are all full, 
reserving the corners for the regular 
families, you must form a stock of all 
cards which you cannot immediately 
use. But you can at any time form 
marriages by placing a lower card on a 
higher, either from the top of the stock 
or pack, or from one of the centre piles 



106 CORNERS. 

on to another, if a vacant space can be 
thus made ; in the centre piles you can 
fill it either from the stock or pack. 

Remember that in the corners the 
cards are always to be piled upwards, 
that is, a higher on a lower card, follow- 
ing suit, while in the other spaces you 
place a lower card on a higher, and are 
not obliged to follow suit, although it is 
always for your interest to do so when 
you can. When the cards are played 
out, if your game is successful, the 
four suits will be regularly piled in the 
four corners, and the intervening spaces 
left empty. 

You may be in danger of forgetting 
the number of the card which was first 
played, and so neglecting to place the 
corresponding numbers of other suits 



CORNERS, 107 

on the corners^ and also of getting con- 
fused in regard to piling up and down 
in different places. 

Do not forget that an ace goes on a 
king in the corners, but on a deuce in 
the other places. There is much skill 
in using the privilege of marriage to 
the best advantage. 



108 RANK AND FILE. 



RANK AND FILE. 

TWO PACKS. 

AY oflf eleven cards in a row across 
J the table. 



Take a king and an ace of each suit 
from this row if you can find them 
there, with which to begin your families, 
piling upwards on the aces and down- 
wards on the kings, following suit. 

You can use any card in this row 
which comes in order upon them. Fill 
the spaces in this row from the pack. 
When it is full, lay out the next row, 



RANK AND FILE. 109 

slightly lapping upon it. Of this row 
you can use only the two right hand 
end cards. Continue laying out the 
cards in rows, using the two end cards 
as you have a chance, until the pack is 
exhausted. You may then use the 
lower row of cards, or any one left un- 
covered, by using that below it. You 
can also form marriages either upwards 
or downwards with any free cards. If 
you clear a line upwards completely, 
you can place any free king in the 
vacant space, but no other card. This 
will relieve some card above it. 

If you are unsuccessful in completing 
the families by the first laying out, you 
must begin at the left hand lower 
corner and take up the cards by lines 
into a pack, without shuflSiing ; you relay 



110 RANK AND FILE. 

them under the same conditions as 
before. 

You can thus relay the cards twice, 
which gives you a fair chance for suc- 
cess. 



TEE TOAD. Ill 



THE TOAD. 

TWO PACKS. 

DO not be frightened at the name 
of this game, which is a very 
harmless one. It is simple and easy, if 
not as interesting as many others. 

Place in a pile thirteen cards, as they 
come from the pack. This pile is called 
the Toad. Lay oflF the other cards in 
five piles, which you may arrange as 
yon please. When the aces appear, you 
may lay them in a horizontal line below. 
You will form the families upon these 
without following suit. You can use 
the top cards of the piles and the top 



112 THE TOAD. 

card of the toad in forming the families. 
If you succeed, of course the toad will 
disappear, and all the cards will find 
their appropriate places in families. 

The toad always stands ready to 
come in with his help. This is a favor- 
ite game with some old players of Pa- 
tience. 



EXPLANATION 



OF TERMS USED IN PATIENCE. 



Pack. The whole series of fifty-two cards, or in Pa- 
tience often a double series of two packs in one, or 
one hundred and four cards, is called The Pack. 
This is held in the hand to play from, and whatever 
remains in the hand is still called the Pack. 

Piquet or Euchre Pack. In Piquet or Euchre only the 
thirty-tw^o h'ghest cards — including the ace and the 
court cards down to the seven — are used ;, hence a 
pack of these thirty -two cards is called a Euchre or 
Piquet Pack. 

Suits. Cards of the same kind, ks hearts, spades, dia- 
monds, clubs, without reference to the number of 
spots. 

Pips. The spots on the cards; that is, the figures of 
clubs, diamonds, &c. 

g (113) 



114 EXPLANATION OF TERMS. 

Court Cards, originally Coat Cards, are the picture 
cards. These, being dressed in costun;e, were called 
Coat Cards. They are the King, Queen, and Knave. 

Honors. The aces, together with the court cards, are 
called the Honors. 

Families. The scries of cards beginning with th*, -ace 
and ending with the king in regular succession, or 
the reverse, beginning with the king and ending with 
the ace. The series must be all of one suit only when 
directed to follow suit. 

Stock. The cards that cannot be immediately used as 
they come from the pack, are often put in a pile on 
the table together. These are called a Stock. To 
turn Stock is to take them up, re-shuffle them or not, 
as you please, and use them as you did the original 
pack. 

Uarriage, The union of one card with another, just 
i^bove or just below it in rank, — as the queen with 
the king or knave, the nine with the eight or ten, &c. 
Sometimes the word is specially applied to the union 
of kings and queens. 



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